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Author Topic: Bushwhacked!  (Read 2407 times)
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Gareth_Lazelle
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« on: March 01, 2009, 03:14:57 PM »

Just run this mission for my players as the opening to a mini-campaign,

Didn't quite run exactly as planned, but it was generally good fun Wink

http://www.neostar.org.uk/rpg/bs_bushwhack.pdf

I'll post the follow up missions after I've run them Wink

Comments and criticisms are welcome, all the best,
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Ring_of_Gyges
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« Reply #1 on: March 01, 2009, 03:28:10 PM »

What happens if the PC's detect the other ships early?  By scanning the planet or asteroids for example.
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Gareth_Lazelle
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« Reply #2 on: March 02, 2009, 12:25:29 AM »

That's exactly how my game "didn't run as planned"...

Activate the detected pirates immediately but without the power and/or speed advantages, and ensure that the players understand the secondary mission objectives,
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Ring_of_Gyges
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« Reply #3 on: March 02, 2009, 04:55:25 AM »

It seems very difficult to get a success as both the original and revised objectives require recovering Free Lunch.  A ship of equal size and two ships one step smaller are a rough set of opponents.
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Gareth_Lazelle
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« Reply #4 on: March 02, 2009, 08:06:20 AM »

My players achieved an Overwhelming success Wink

A size five PC vessel will face two size four shuttles. Shuttles are great while their power holds out, but only having one engine they really suffer after their initial burst of actions.

I had missile-armed shuttles (swapped in for the science bay - so no shields) and they managed half a dozen launches and beam attacks before being left mostly adrift while they attempted to recover a decent level of power. In the meantime the players eliminated most of the crew in one, and badly damaged the other. In return the players took heavy damage (two engines slagged and one damaged with life support out and the engineer unconscious at one point! - the Silicoid scientist had to run Smiley ),

The size five vessel will boost only when the first two are out of the fight (either destroyed, or in your opinion no longer effective) and as noted in the scenario it boosts away from the players, attacking to destroy the liner in an attempt to eliminate it, but mostly aiming to hyper out with Free Lunch.

So the size five isn't really combatant as far as the players are concerned (unless they're being extremely effective in stopping it from hypering out). I really only made it bigger so that it was unlikely to be destroyed - that would kind of ruin the follow-up scenario...

Overwhelming Success then only requires that the liner is intact at the end of the scenario (it is the "Tendril" that is a required objective, Free Lunch is no longer part of the victory conditions. It is intended that Free Lunch is dragged off by the pirates),

The way it went it was a tricky scenario, but eminently completable,
« Last Edit: March 02, 2009, 08:09:28 AM by Gareth_Lazelle » Logged
Gareth_Lazelle
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« Reply #5 on: March 02, 2009, 08:22:08 AM »

Aha - I do notice that I left Free Lunch in as part of the basic revised victory condition,

That is an error - I'll alter it as soon as possible,

The basic revised objective should read:
Revised Mission Objective: The Oberon is due to arrive shortly – you must drive off or cripple the hostile ships in order that she is not destroyed.

My apologies,
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Gareth_Lazelle
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« Reply #6 on: March 02, 2009, 11:14:18 AM »

BTW,

Any idea what colour to use for "Diplomacy" battlestations?

I am planning upon using Purple for Psionic battlestations (I have a few ideas for ships run by the greys/sectoids/reticulans with ships largely run with the psionic skill and specific psionic powers to power bits of the vessel - firestarter to power the "cannon", Empath for the "science" module, etc),

I am putting together a casino, bar and store module for the next part of my campaign, and figured that the "Diplomacy" skill is the most appropriate for their "Battlestations". Currently I've assigned them White, but it's a little hard to see,
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Eric
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« Reply #7 on: March 02, 2009, 02:01:54 PM »

BTW,

Any idea what colour to use for "Diplomacy" battlestations?

I am planning upon using Purple for Psionic battlestations (I have a few ideas for ships run by the greys/sectoids/reticulans with ships largely run with the psionic skill and specific psionic powers to power bits of the vessel - firestarter to power the "cannon", Empath for the "science" module, etc),

I am putting together a casino, bar and store module for the next part of my campaign, and figured that the "Diplomacy" skill is the most appropriate for their "Battlestations". Currently I've assigned them White, but it's a little hard to see,

Official colors can be found here:

http://battlestations.info/art.html
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Gareth_Lazelle
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« Reply #8 on: March 02, 2009, 02:50:32 PM »

Excellent - many thanks!
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Commodore JJ
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« Reply #9 on: September 20, 2009, 04:32:20 PM »

nice mission
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"Saving my Luck for the requisitions!"
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